|
Each and every esteemed superhero ever to emerge from the similarly-supernatural
hands of the Fantastic Four (that's Stan Lee, Bob Kane, Jerry Siegal
and Joe Shuster, by the way), have had at least one glaring weakness,
one detrimental factor that, despite the seductively smouldering
stares, kiss curls and overblown sound effects, barricade the path
- like a stubborn OAP in a Tesco aisle - to ultimate invulnerability.
Or alternatively, the chocolate McVitties. Take, for instance, the
Daily Bugle's finest - Clark Kent - one whiff of Kryptonite and
Jameson'll have Lois hastily penning his obituary. And your friendly
neighbourhood Spider-Man? Pubescent lust, or perhaps a very large
wine glass... Now take Joe, for example. If someone told you that
he's just an average guy, not a care in the world - somebody lied
(oh, come on, I couldn't resist!). And if Joe's escapades in the
previously unsound Movie Land are anything to go by, Joe shows absolutely
no signs of imperfection, beating down the opposition in a scarlet
blur of mach speed fury. In fact, Viewtiful Joe: Red Hot Rumble
opts to capitalise on Joe's supersonic strengths and while this
may seem beneficial, these assets are in fact where Joe's true weaknesses
lie...
But
more on that naughty niggle later. You lot all want to hear about
the fantastic plot, am I right? (Why am I talking to myself...?)
Of course you do. It seems that Mr Director is in a state of dubiety
as to who the star of his latest flick should be. Thankfully, Sprocket,
along with her colossal cleavage (a formidable duo, I might add)
manages to sway the Director into hosting a tournament to put the
spandex-besotted-superheroes through their paces. And lo and behold,
what have you got? That's right, a beat 'em up with the ability
to call upon all manner of cherished characters such as Captain
Blue, Sexy Sylvia (their words, not mine!) and err, Dante...as well
as the many familiar locations to create the ultimate Capcom/Viewtiful
Joe love-in! Hurrah!
While
the Viewtiful Joe franchise has always been synonymous with nippy
momentum and OTT particle effects as you exchange blows with the
many mechanical foes, dust-up-devotees also cherished the immense
skill level required, not to mention the novel little puzzles spread
lovingly across the vibrant levels. Red Hot Rumble, however, is
exactly that; a rumble so 'red hot' that any degree of skill and
mastery becomes somewhat irrelevant and you'll begin to gaze at
your PSP with a rather bemused facial expression as killer combos
fall flat time and time again. But seriously, though, with the sheer
quantity of cel-shaded combatants on screen, each moving at a speed
only seen on the way to the toilet after a Mexican fiesta, you'd
have a greater chance of finding Christina Aguilera wanting to get
'dirrty' in your bedroom, than finding your character on the PSP's
diminutive and dinky little screen. There's just simply too much
going on...
That's
a real kick in the morph balls, because in reality, Red Hot Rumble
is host to some of the most interesting gameplay mechanics ever
witnessed in a beat 'em up. Playing like a cross pollination of
Viewtiful
Joe's high octane brawling, cross cut with WarioWare-esque
minigames, planted in a Super Smash Bros arena, Red Hot Rumble's
ballsy bouts are paced to perfection and you'll never be left to
carry out suspiciously-samey or mundane tasks. From the off, Red
Hot Rumble's mission-based approach to the genre tosses you in at
the deep end, with objectives like eliminating as many enemies as
humanly possible, with ravenous bats swarming the area like mothers
at a Primark summer sale. Done? Good; as you'll now be ordered to
gather the many harlequin gems that adorn the arena before that
of your feisty foe, and while this may sound like a rather mindless
doddle, each of the gems differ in value. Reckon you can nab those
chunky, cherry-red gems enshrouded by enemies? Or do you want to
play it safe, sneakily swiping the greens of a lesser value? Each
of these rounds have to be carried out alongside one mission-critical
objective too, and while they start off relatively facile, with
objectives such as having to win two or more rounds, the difficulty
level soon escalates 'up, up and away!' (aww...I couldn't resist
that, either!), to rather non-viable objectives that fail the mission
if you so much as fall. Gulp.
The
success of each round determines the quantity of Viewtiful Coins
awarded, but heck, they're everywhere, and you'll be dashing around
the arena faster than Kelly Holmes on a staple diet of Lucozade
and candy canes in order to collect them. Why? Because they'll boost
your overall score significantly and make progressing to the next
level a buoyant breeze. A key flaw, you ask? Well, those hard-earned
coins tend to go astray amidst the frenetic fights, with enemies
quite literally knocking them out of you, so you can imagine my
untroubled delight when after successfully bettering the competition
in previous rounds, the opponents had the audacity to snatch my
coins during the final seconds. Expletives? Of course. Sobbing?
A tad. Throwing the PSP from my sweaty palms? Not a chance, as while
Red Hot Rumble is an undeniably one-sided affair - one in which
getting 'better' is simply unachievable - you'll adore Joe's frenzied
conflicts until the very last second, if only for the sheer hilarity
of its pace.
Speaking
of pace, I bet you're wondering how the many Viewtiful FX abilities
have been integrated to such a beat 'em up, right? Well, this time
around you'll become acquainted with a new addition. Joe, meet 'Sound'.
Sound, meet Joe. It's a match made in sweet, sweet heaven. The main
premise is that you're able to condense sound effects in order to
unleash them onto deserving foes. Think of those devilish bullies
at school, the ones that though it funny to inflate crisp packets
and burst them behind your back, and you're halfway there. So what
of the much-adored original VFX powers? No worries, Mach Speed,
Slow-Mo and Zoom all make an appearance. However, while they were
the main emphasis of the previous games, they feel somewhat throwaway
in Red Hot Rumble. You see, with this much breakneck action on screen,
you simply won't have the time or inclination to utilise them effectively.
Can you really cope with the action getting any faster?! Not likely,
as you'll struggle to track down your character ordinarily, meaning
that the abilities feel like more of a hindrance than a help.
Occasionally,
amidst the confusion, you'll trigger WarioWare-style microgames
that'll not only offer you a mild breather, but also assist you
in thieving those all important Viewtiful Coins. These unsystematic
diversions are genuinely more exciting than an invite to the Playboy
Mansion and are churned out at random, requiring you to keep your
peepers peeled and thumbs to the ready. 'Rotate!' orders the prompt,
informing you to rotate the PSP's analogue stick like your perplexed
Grandad on Soul
Calibur. Whereas 'Push' sees you 'thwacking' (in true Batman
style) the face button in order to fill a power gauge, with that
done, the opposing combatant drowns in a river of his own coins
and it's up to you to nab them. Shallow? Perhaps, but 'shallow'
doesn't necessarily equate to mind-numbing boredom; on the contrary,
it's more satisfying than bursting bubble-wrap - and even more so
with friends.
To
be honest, Red Hot Rumble is best enjoyed with a bunch of close
friends. Why? Because they too are none the wiser as to what's actually
occurring on screen and you'll never feel as though the odds are
against you. With up to four player supported by the magic of game-sharing,
there's simply no excuses not to sample Red Hot Rumble's multiplayer
modes, and even if they are nigh on identical to the Story Mode's
bouts, they're a hell of a lot of fun. In fact, I haven't laughed
so hard since Arnie took a seat as governor of Cah-lee-for-nee-aah.
And believe me, folks, that's hard to beat...
Another
aspect that'll have you coming back for more (just like Joe's trusty
Voomerang, in fact) is that of the additional Time Trials spawning
the incentive for replayability. These timed challenges scroll on
for longer than a Nestlé Fruit Winder, and with objectives more
varied than a pack of Revels, they'll undoubtedly see you playing
well past bedtime as you aim to better your score. With tasks ranging
from simple vertical dashes while dodging, erm, flowerpots, to hectic
coin collecting, and tasks that'll see you racking up more kills
than your combatant, there's plenty of fun to be had, even if they
are fairly similar to the Story Mode's challenges.
As
the name implies, the way in which Joe batters his rivals into submission
(or pieces) is carried out with such a visual style and elegance
that the neologism of Viewtiful is mandatory. Otherwise he'd be
called something like Average Joe, or Just-On-Par Joe, and it wouldn't
so much roll off the tongue as twist it in knots. Either way, I
digress; Joe's viewtiful style has always been captured through
the drop-dead-gorgeous visuals and animations, as well as the bouncy,
well implemented techno soundtrack and stellar voice acting, and
it's no different here; you'll gawp like a binocular-wielding Peter
Parker after having spotted a nude MJ in the comfortable confines
of her bedroom, and gasp as you glance at the glitzy graphics pumping
from your PSP at such a rate, you'd think the experience rather
numinous. Take for instance, the boss fight against the prehistoric
Ace John (a ferocious dinosaur all the more intimidating than his
unfortunate name suggests). This scene's awash with more colour
and variety than L'Oréal's Féria range, which I understand is 'available
in 25 trendy shades' (their words, not mine). Seriously though,
this particular arena takes the form of a brick red bi-plane blazing
over a breathtaking New York-esque, cel-shaded skyline as you do
battle. Bombs explode, coins scatter and the sheer amount of enemies
on screen enters double figures on many an occasion, and while visually
stunning, this makes it all the more impossible to discern what's
actually going on.
If
you're looking for a top-notch brawler, Viewtiful Joe: Red Hot Rumble
simply isn't for you. It's like winning a competition to go on a
date with Britney Spears and ending up with Vanessa Feltz; what
you see isn't always what you get. And while Red Hot Rumble may
appear as a conventional beat 'em up with a Viewtiful twist, emphasis
remains solely on a series of shallow gameplay concepts, each feeling
more out of place than Saddam Hussein taking the role of chairman
at a world peace committee. Don't get me wrong, it's a load of fun,
but for those of you new to the series, you won't find anything
to take your fancy here. Red Hot Rumble is somewhat of a fan-fuelled
affair, created for those Viewtiful veterans out there who just
want a quick, quirky and, above all else, fun, piece of software
to bridge the gap to the imminent 'threequel'.
Reviewed by Ricky Lee Staines for AceGamez (All Rights Reserved).
|